level 4 updates, faster bees, highscore fixes
This commit is contained in:
parent
5c3470f441
commit
dbf9b3771c
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@ -20,10 +20,10 @@ VerticalScrollDownBee:
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cmp.w #1,beeDownMovingDown
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bne .up
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.down:
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add.w #1,d0
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add.w beeDownSpeed,d0
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bra .c1
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.up:
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sub.w #1,d0
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sub.w beeDownSpeed,d0
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.c1:
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move.w d0,ITEM_Y_OFFSET(a1)
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cmp.w #(ITEM_SPRITE_VSTART+(16*5))<<ITEM_Y_OFFSET_SHIFT_CONVERT,d4
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@ -52,10 +52,10 @@ VerticalScrollUpBee:
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cmp.w #1,beeUpMovingDown
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bne .up
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.down:
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add.w #1,d0
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add.w beeUpSpeed,d0
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bra .c1
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.up:
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sub.w #1,d0
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sub.w beeUpSpeed,d0
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.c1:
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move.w d0,ITEM_Y_OFFSET(a1)
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cmp.w #(ITEM_SPRITE_VSTART)<<ITEM_Y_OFFSET_SHIFT_CONVERT,d4
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@ -894,20 +894,22 @@ BlitCountdown:
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;; \a music module index
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;; \b 0 = load from disk, 1 = resident
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;; \c sprite
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Level 91,"STAY ON THE PATHWAYS!",100,2*2,12,10,"WELL DONE!",A,21,0,1,pig
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Level 92,"COLLECT COINS!",100,2*2,12,10,"NEXT COLLECT AN ARROW...",A,21,0,1,pig
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Level 93,"PRESS FIRE TO ACTIVATE THE ARROW",100,2*2,12,10,"WHOO HOO!",A,21,0,1,pig
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Level 94,"WATCH OUT FOR BEES!",100,2*2,12,10,"LOL - BEES :-)",A,21,0,1,pig
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Level 95,"REMEMBER THE PATHWAYS BEFORE THEY FADE!",75,2*2,12,10,"CLOCKS WILL STOP THE BOARD MOVING",A,21,0,1,pig
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Level 96,"PRESS FIRE TO ACTIVATE THE CLOCK",200,2*2,12,10,"EYES WILL UNHIDE THE BOARD",A,21,0,1,pig
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Level 97,"PRESS FIRE TO ACTIVATE THE EYE",100,2*2,12,10,"YOU DID IT!",A,21,0,1,pig
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;; \d beeUp speed
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;; \e beeDown speed
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Level 91,"STAY ON THE PATHWAYS!",100,2*2,12,10,"WELL DONE!",A,21,0,1,pig,1,1
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Level 92,"COLLECT COINS!",100,2*2,12,10,"NEXT COLLECT AN ARROW...",A,21,0,1,pig,1,1
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Level 93,"PRESS FIRE TO ACTIVATE THE ARROW",100,2*2,12,10,"WHOO HOO!",A,21,0,1,pig,1,1
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Level 94,"WATCH OUT FOR BEES!",100,2*2,12,10,"LOL - BEES :-)",A,21,0,1,pig,1,1
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Level 95,"REMEMBER THE PATHWAYS BEFORE THEY FADE!",75,2*2,12,10,"CLOCKS WILL STOP THE BOARD MOVING",A,21,0,1,pig,1,1
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Level 96,"PRESS FIRE TO ACTIVATE THE CLOCK",200,2*2,12,10,"EYES WILL UNHIDE THE BOARD",A,21,0,1,pig,1,1
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Level 97,"PRESS FIRE TO ACTIVATE THE EYE",100,2*2,12,10,"YOU DID IT!",A,21,0,1,pig,1,1
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Level 1,"WELCOME TO BLOCKY SKIES!",75,2*2,12,10,"PHEW!, LEVEL 1 COMPLETE!",A,99,0,1,pig
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Level 2,"HAVING FUN YET?",70,2*2,12,10,"LEVEL 2",B,98,2,0,robot
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Level 3,"GIDDY UP!",50,4*2,8,6,"GETTING FASTER!, LEVEL 3 COMPLETE!",C,98,2,0,pig
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Level 4,"MOO!",75,4*2,8,6,"ALRIGHT! LEVEL 4 COMPLETE!!",E,99,2,0,cow
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Level 5,"KABOOM?!",200,4*2,8,6,"PHEW!!! LEVEL 5 COMPLETE!",D,99,1,0,tank
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Level 6,"WHAT? WHAT?!",50,4*2,8,6,"NICE! LEVEL 6 COMPLETE!",A,98,1,0,cow
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Level 1,"WELCOME TO BLOCKY SKIES!",75,2*2,12,10,"PHEW!, LEVEL 1 COMPLETE!",A,99,0,1,pig,1,1
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Level 2,"HAVING FUN YET?",70,2*2,12,10,"LEVEL 2",B,98,2,0,robot,1,1
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Level 3,"GIDDY UP!",50,4*2,8,6,"GETTING FASTER!, LEVEL 3 COMPLETE!",C,98,2,0,pig,1,1
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Level 4,"MOO!",75,4*2,8,6,"ALRIGHT! LEVEL 4 COMPLETE!!",E,99,2,0,cow,2,3
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Level 5,"KABOOM?!",75,4*2,8,6,"PHEW!!! LEVEL 5 COMPLETE!",D,99,1,0,tank,1,1
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Level 6,"WHAT? WHAT?!",50,4*2,8,6,"NICE! LEVEL 6 COMPLETE!",A,98,1,0,cow,2,2
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Palette A
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@ -175,51 +175,63 @@ splashCopperListBplPtr:
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dc.w PLAY_COPPER_WORD,$fffe
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dc.w COLOR31
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dc.w MENU_FIRE_TOP_COLOR
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dc.w PLAY_COPPER_WORD+(($1000/4)*3),$fffe
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dc.w PLAY_COPPER_WORD+(($1000/4)*3),$fffe
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dc.w COLOR31
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dc.w MENU_FIRE_BOTTOM_COLOR
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dc.w PLAY_COPPER_WORD+$1000,$fffe
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dc.w COLOR31
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firstTopColor:
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dc.w MENU_TEXT_COLOR
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dc.w PLAY_COPPER_WORD+$1000+(($1000/4)*3),$fffe
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dc.w PLAY_COPPER_WORD+$1000+(($1000/4)*3),$fffe
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dc.w COLOR31
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firstBottomColor:
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dc.w MENU_TEXT_BOTTOM_COLOR
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dc.w PLAY_COPPER_WORD+$2000,$fffe
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dc.w COLOR31
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secondTopColor:
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firstTopColor:
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dc.w MENU_TEXT_COLOR
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dc.w PLAY_COPPER_WORD+$2000+(($1000/4)*3),$fffe
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dc.w PLAY_COPPER_WORD+$2000+(($1000/4)*3),$fffe
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dc.w COLOR31,MENU_TEXT_BOTTOM_COLOR
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dc.w COLOR31
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firstBottomColor:
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dc.w MENU_TEXT_BOTTOM_COLOR
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dc.w PLAY_COPPER_WORD+$3000,$fffe
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dc.w COLOR31
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secondTopColor:
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dc.w MENU_TEXT_COLOR
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dc.w PLAY_COPPER_WORD+$3000+(($1000/4)*3),$fffe
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dc.w PLAY_COPPER_WORD+$3000+(($1000/4)*3),$fffe
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dc.w COLOR31,MENU_TEXT_BOTTOM_COLOR
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dc.w COLOR31
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secondBottomColor:
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dc.w MENU_TEXT_BOTTOM_COLOR
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dc.w PLAY_COPPER_WORD+$4000,$fffe
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dc.w COLOR31
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thirdTopColor:
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dc.w MENU_TEXT_COLOR
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dc.w PLAY_COPPER_WORD+$4000+(($1000/4)*3),$fffe
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dc.w PLAY_COPPER_WORD+$4000+(($1000/4)*3),$fffe
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dc.w COLOR31,MENU_TEXT_BOTTOM_COLOR
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dc.w COLOR31
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thirdBottomColor:
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dc.w MENU_TEXT_BOTTOM_COLOR
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dc.w PLAY_COPPER_WORD+$5000,$fffe
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dc.w COLOR31
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fourthTopColor:
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dc.w MENU_TEXT_COLOR
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dc.w $ffdf,$fffe
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dc.w $06df,$fffe
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dc.w COLOR31,MENU_TEXT_BOTTOM_COLOR
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dc.w COLOR31
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fourthBottomColor:
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dc.w MENU_TEXT_BOTTOM_COLOR
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dc.w $9df,$fffe
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dc.w COLOR31
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fifthTopColor:
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dc.w MENU_TEXT_COLOR
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dc.w $16df,$fffe
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dc.w COLOR31,MENU_TEXT_BOTTOM_COLOR
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dc.w $16df,$fffe
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dc.w COLOR31
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fifthBottoMColor:
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dc.w MENU_TEXT_BOTTOM_COLOR
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dc.l $fffffffe
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@ -2,6 +2,8 @@
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xdef __score
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xdef __nextPlayerBonus
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xdef beeUpSpeed
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xdef beeDownSpeed
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xdef SetupItemSpriteData
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xdef ScrollItemSprites
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@ -495,7 +497,8 @@ __score:
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__nextPlayerBonus:
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dc.l 0
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beeUpSpeed:
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dc.w 0
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beeDownSpeed:
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dc.w 0
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align 4
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@ -1,6 +1,8 @@
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Level: macro
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InstallLevel\1:
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movem.l d0/a0-a1,-(sp)
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move.w #\d,beeUpSpeed
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move.w #\e,beeDownSpeed
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move.l #\cPlayerSpriteConfig,playerSpriteConfig
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move.l #level\1StartMessage,startMessage
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move.l #level\1CompleteMessage,levelCompleteMessage
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@ -18,7 +18,7 @@
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</layer>
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<layer name="items" width="100" height="8">
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<data encoding="base64" compression="zlib">
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eJztld0KgzAMhe2jTefU/biC6JW+/2uoYCErTfNjJ1743Qj15CQ9Ac2yizORG3nNjVljjayH0z2356iYDfM8ihT91nxjGRfmV6vxhx4N4fHaeaciQSZaD05dR2hcxpys4e7uiP6NnGN6H2pfWrC5uExePec+2izq5X25ZV0DrfXq4D6sYI+OkqGFPTn6D6HpD/5mSVjv588/MHYFCe1EwoOo0Xim6N8GzqlZY4T8tJ7S/4Q0wyqi//c+9vI9+XwX6ZgB5+gTDw==
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eJztld0KgzAMhe2jbf5Mp9sKsl3p+7+GChZiaZofO/HC70bQk5P0BGqWXZyJu5HX3Jg11sh6ON1zfQ6K2TDPo0jRb8k3lnFutlqNP/RoCI9255nyBJloPTh1PaFxGXOyhrsrEH2HvMf0PtS+tGBzcRm9es55tFnU8/dyzRreE9arg/uwgj06SoYW9uToX4Tme/CdJWE5nz//j7ErSGgnEiqiRuOZov878J6aNUbIT+sp/U9IM3xE9P/ex14+J5/vIh0TY2cTIw==
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</data>
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</layer>
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</map>
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@ -18,7 +18,7 @@
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</layer>
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<layer name="items" width="100" height="8">
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<data encoding="base64" compression="zlib">
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eJxjYBgFowABghgH2gXUAV5AfzgNE7/QCngjhY8zjcMKZBet7RjKwIdA2LiQEHZRRKgF2YfLzBgK44lS/QMNfPG43xUoF00D/4HsdEUzN5bG4Uhr86kB/PC40Y2G7gfZS0vzRwFpwB8YF+6j8THsAABh4Ag/
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eJztkUkOgCAQBPFrspi4Jh5d/v8Np29GCYo6AtE+TmCqOiPEny8kz/az0jLrLbMUg262zsgUUUdJLlUgnzVXMjuAxcV48p6KdtUB7nHEVB5Ow4m34PnsDBVNjs3Lni4efEYGHzB1Avcw5Ni+6OliGUYPcLf7Z+beV/YX9Kdj8OLu6ht0LCJz+nM/C4Q3DA8=
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</data>
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</layer>
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</map>
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@ -403,12 +403,13 @@ CheckPlayerMiss:
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move.w (a2),d0
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move.w d0,spriteCurrentPathwayTile
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bsr CheckDirection
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;; a3 now points at the tile under the sprite
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move.l a3,foregroundPlayerTileAddress
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cmp.w #$78e,d0
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bge .noBigBang
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;; a3 now points at the tile under the sprite
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move.l a3,foregroundPlayerTileAddress
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move.w (a3),d0
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cmp.w #FOREGROUND_TILE_EMPTY,d0 ; empty tile
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@ -502,7 +503,7 @@ GetNextAutoMove:
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.leftBottom:
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cmp.w #PLAYER_MOVE_RIGHT,spriteLastMove
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beq .goDown
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bra .goLeft
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bra .goLeft
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.topRight:
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cmp.w #PLAYER_MOVE_DOWN,spriteLastMove
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beq .goRight
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